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do you like two handed cleavers? i like two handed cleavers
>>
why did it take so long to make thread

2h cleavers are good but that particular cleaver has such an over the top design i've always felt it's too much
>>
>>575819
because we're all lazy bastards that check the catalog for brothers 5 times instead of making a thread in half the time
2h cleavers are cool and you can doubledip the bro into whips which is also cool
>>
>>575819
i was sleeping
>>
I like having legs.
>>
>>575946
in this world you only get legs when you die
>>
>>575875
cleavers are enigmatic, i sometimes think the germans intentionally complicated that weapon category because they want us to be lost in cleaver.
>>
what does the taunt skill do really?
>>
>try culters
>get a great cheap militiaman on day 1
>decide not to hire anyone else until he's converted since the event will transform the lowest leveled brother
>easy caravan escort
>sacrifice
>militiaman deserts 5 seconds later
People play this shit?
>>
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>>576322
it's a metaphor for becoming an ascended battle brothers player, mind game so strong RNG can no longer perturb your inner peace. bad luck is possible, therefore it is inevitable.
>>
>>576300
Saves your backline from necrosavants :^)
>>
How do you decide who to recruit? I sort of know what to look for in terms of base stats and stars but early game feels super rough unless I beef up my numbers to 7-8 even if they're mediocre. Also not sure how it balances out between mediocre starting backgrounds/stats but great stars
>>
>>576347
but what does taunt do anon i want the truth
>>
>>576349
Regarding star-stat balance, remember that a star is the equivalent of +5 at level 11 assuming you pump that stat every time. Thus low rolls can be really bad, and traits like sure footed/dexterous/clumsy/tough/quick/etc are more valuable than a star since you are reaping the benefits from them instantly.
>>
>>576477
>remember that a star is the equivalent of +5 at level 11 assuming you pump that stat every time.
that's good to know
I guess high base stats really are important
>>
>>576349
not sure how early you mean by earlygame. with the standard 3 companions origin, at start of day 1 i aim to recruit to 7-8 as well before fighting the brigands. i get lowborn bros my favorite is thief but anything that costs ~200 is good, afterwards i try to get to 12 with cheap militia or regular lowborns with my first few contract rewards, the longer you delay it the more you cripple yourself. after that i recruit melee nomads and sellswords. wildmen are a mistake. i used to think of myself as a wildman fan but now i realize it was just a phase. if it can't roll 67 melee skill and 10 melee defense it deserves unemployment
>>
>>576349
Recruit cost is determined by their background but also starting equipment (and level). So if you find one of those militiamen for a mere 400-600 since they come bringing nothing but the shirt on their back and a club they're very worth hiring to see if they're good. This is the same reason why brawlers and farmhands are so cheap despite their wages being above average for a lowborn background.
Speaking of Brawlers if you are PM and maybe Manhunters (i dont know if the event triggers for Indebted) you probably want one since having him past level 6 enables the mass drill and personalized beatdown of new recruits which can pump their stats up. Its not a lot but is still nice to have, so when playing those two be on the lookout since unlike other origins you'll be hiring/recruiting lowborn all game long.
>>
i am drawn to manhunters like a moth to a flame and always end up getting filtered
what do
>>
>>576300
It sets something called forcedopponent which drastically increases the odds that it will be chosen as an enemy
>>
>>576574
where do you get stuck in your manhunter runs?
>>
Party size scaling in early peasant militia is a fucking bitch.
>>
>>576595
i'm pretty sure what you're really suffering is the lack of equipment relative to your party size scaling, because the scaling itself is a net positive for the player, it takes some time before you stop outnumbering everything you meet.
>>
>>576581
right at the start since i despise working with flimsy bros so i want to go up north and farm thralls but get bled dry by fighting brigands and barbs since a 45-50 hp man dies from a fart to the face
>>
I really wish this game wasn't so dependent on its DLC for content.
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>>576621
right at the start might be a little too brave to be fighting the javelin throwing adrenaline tribe. perhaps stealing some white clothes would be a better way of decreasing your immediate flimsiness, just a few thug hunting contracts can give you enough safety gear to start bullying small quantities of raiders and reavers
>>
>>576628
just pirate, it's on gog
>>
>>576694
Is there a new goodolddownloads?
>>
>>576707
gog-games
>>
>>576711
Thanks anon.
>>
is there something I should be looking for in world gen? Besides just having a faction with a lot of towns relatively close to each other for contracts
>>
>>576846
Factions with few settlements can be good for farming
ports far from each other for cheapo travel
>>
>>576848
>Factions with few settlements can be good for farming
What do you mean?
>>
>>576850
You can attack noble houses, such as their caravans, to get the loot from their troops
If it's a faction with many settlements this locks you out of a large part of the map, but if it's some house with two settlements up in the frozen north or something there's not much of a drawback
>>
Does the hiring price give any information on the recruit itself or is it just base + equipment?
>>
>>576854
latter
>>
>>576854
there's a slight randomization to the price but it doesn't mean anything it's just there to confuse us
>>
>>576854
i would simply download a mod
>>
the tryout users are among us
beware
>>
tragically all the mods for bb are cancer
>>
296/15 helmet and 237/18 body for sale, only 25x my current money
God damn that sucks
>>
>>576873
wrong, I use smart recruiter that just shows me everything fo free
>>
>>576896
you should uninstall this mod as well as all other mods aside from the following:
1. mod that shows the hex grid at all times.
2. mod that shows, on the hex grid, upon mousing over an enemy unit, how far an enemy unit can move in a turn, and which tiles it could hit. it will temporarily color the tiles yellow and red respectively. it will happen instantly upon hovering over the unit and it will not take half a second to load like the current character information tooltip
3. mod that shows, when you press a key, the current turn order of all units. it will show up as a number above the unit's head, and it will be color coded so as to be readable at a glace.

there will be no other mods
>>
>>576914
i refuse
>>
>>576914
Actually you should use mods that speed up combat and the map
>>
> With this mod, you won't be able to enter a raided village until it's been rebuilt, and the icon changes accordingly.
you should use this mod
>>
>>576924
this is a very serious matter, perhaps you can reconsider your stance in light of this important image, which you are invited to save on your computer
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>>576933
hmm yes i see
>>
>>576929
using such mods would grant you an unfair advantage compared to the player who refrained from farming some enemies because it would have been too tedious under regular speed. i'm afraid it would be cheating, i reluctantly gave up using such mods on that basis.
>>
>>576937
very good, anyone who can appreciate esoteric hexagonisms is a friend of mine. now do you understand the importance of hex grid visibility, too many tactics are obscured because of it. the playerbase must be informed, they are always moving across multiple axies at once. the players surely sense it, that this hex grid is not normal. they try to move up or down, left or right, but something's not right, it feels funny. but without awareness, they will never master the hex grid. their movements are clumsy, and untactical. they simply move away from thing or toward another thing. this is vulgar movement, in a hex grid, you can't just move across one axis without considering how it also changes your position along another axis. such beastly motions, yet this is how they play battle brothers. something must be done
>>
>>576967
Indeed; something must be done.
>>
>>576990
i'm torn on this semicolon. it isn't illegal, and it does please the ear, but it feels slightly immodest, it stands out too much in such a short, casual sentence. semicolons must be properly infrequent, so as to dilute some of their potency, and allow the reader to rest — the em dash has a similar nature
>>
>>576873
>>
>>576635
after repeated attempts and finally getting off the ground ive remembered. this origin is anti fun garbage
you are discouraged from going into the wild and campbusting because if you fight non humans and lose a dude it feels like a kick in the face every time because indebted aren't easily replaced. to make something expendable it needs to be easy to get, and you need to fight humans to get expendable indebted.
not good expendable indebted, for those you just blow time chasing barbarians all day, and lower leveled slaves are so easy to kill unless you put them in full armor. also your backline slavemasters need to be whipping constantly to make these shitters who cap at level 7 even marginally worth it
what awful design, same tier as davkul cultists. grindy shit for melonheads who like to play for +500 days. even so there is no way in hell a day 200 manhunter company would beat a even half decent day 80 pm
>>
>>576914
Try this
https://www.nexusmods.com/battlebrothers/mods/361
>>
I have been playing this game on and off ever since last year and I never had a successful run
>>
>>576873
Am I supposed to recruit blindly? Sorry but I am not into gay stuff
>>
>>577137
but pm can crush even before level 7 and lowborn backgrounds are basically indebted

>>577154
what is this
>>
What's a good price to sell shit at? Like the spare armor/weapons I never really pay attention to how much I could get for them but I do notice different places buy it for different amounts
Is there a certain % of the actual worth you guys look for as a minimum?
>>
>>575798
How tf do you get good at this game?
>>
>>577434
simply flip the coin really well
>>
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>>577434
Transcend "luck"
>>
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I kept on savescumming
>>
This game needs more DLC, a DLC to flesh out the middle faction, I want the italian or byzantine.
>>
>>577693
It's no sin, pepe.
>>577396
Keep a shield around, but if generally 150% of prices are gtg.
>>
>>577396
you can have a piece of gear with base value of 100 (like a full durability normal round shield or a adarga) to determine at what cost they are buying your loot
taking veteran economic difficulty without modifiers from origin
15 and bellow is bad
16-18 is average
19 and above is good
you'll make a lot more money if you repair higher tier weapons before sale, for example don't repair shortswords or shamshirs, but do repair falchions, arming swords, scimitars, etc. you're probably lugging around thousands of crowns around in looted gear and don't even realize it


>>577434
>>577156
learn the earlygame
think during fights
run away/cancel contract when shit looks bad
>>
>>577168
>but pm can crush even before level 7
what do you mean by that
>lowborn backgrounds are basically indebted
no, to replenish lowborn you go to a town and hire, to replenish indebted you grind. with pm you are in full control of how fast you reach 16 fieldable bros
each pm man is also going to be self sufficient by level 11 in the sense that he will not demand another brother's action points and fatigue to be able to contribute to the battle plan. manhunters don't field 16 men in reality, they field an x number of indebted and y number of babysitters who will be spending most of their time whipping. and if you dont whip, then the indebted are flat out inferior in both stats and perks because they are missing out on 4 additional levels
>>
>>577623
I really really like this image
Mind if I save it?
>>
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>me installing the 'Support the Developers' extra DLCs on my pirated copy
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>>577798
i mean everyone starts out low level and everyone uses lowborn backgrounds so that can't be a problem for manhunters which you said are difficult in the early parts of the game. it sounds like you're frequently losing indebted in battle and that's not good you should try to avoid it
>>
Just came by to say that Battle Brothers is a shitty RNG hell arcade game and not worth playing
>>
>>578086
ok cr*wnling
>>
My first ironman run just got ended by a Chanpion Barbarian king one shotting my hedge knight, and i was doing so well in the noble war too.
Should have given him steel brow.
>>
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>>577829
Yes
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>>577434
>>
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>>578118
>>
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>>578119
>>
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>>578121
>>
How do know a location is legendary? And how do you find them?
>>
>>578224
They look different and something happens when you visit them. Just run around exploring.
>>
>>578224
legendary locations are not randomly generated, they're the same every time
>>
opinions on fearsome and/or overwhelm gunners
>>
>>577764
that's useful info, thanks friend
>>
>>577764
>shamshirs
meant saifs (1 handed ones)
>>
>>578281
>fearsome gunner
im not too hot on it
>overwhelm gunner
fuck yeah
>>
Why are there too few mods for this game? And most of these few are hotgarbage
>>
>>578309
legends sucked up all the talent into a bloated bomb
>>
what about that true balance mod is it any good
>>
>>578418
its made by russians which means that itll either be really good or really bad
>>
how often do you guys restart till you get a decent world gen? not sure how picky I should be
>>
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>>575798
I like the behead ability. Always use it to finish off enemies. Simple as.
>>
>>578472
0
i don't even look at the map i just go fight bravely
>>
>>578472
Just play the map until you get bored with it and then start another game.
>>
>>576941
There's a distinct mod just for combat. It just makes the movement and attack animations faster so instead of large battles taking a half-hour per round, the round can end in a couple minutes.
>>
>>578509
i know that's the faster mod i've used to enjoy using it before realizing i had to give it up. it's like eating meat you shouldn't think too much about it or else you might meme yourself
>>
>>578515
faster is old hat
quicker is the real deal since its bugless
>>
>>578525
goodness
which one is faster faster or quicker
>>
>>578530
I don't know anything about fasting but I heard you shouldn't go past 3-4 days regularly
>>
>>578530
quicker
>>
>>578530
quicker i think
>>
>>578535
I am going to kill myself and you are responsible
>>
anon is about to get their first kill!
>>
>>576873
when the anon is sus...
>>
>>578472
depends on my starter bros, i absolutely refuse to have dastards or insecure guys no matter what
>>
>>578572
That isn't tied to seed is it?
>>
Explain to me how early location raiding works, Every location seems utterly impossible until I have six or so level 7s to frontline
>>
>he doesn't know
>>
>>578576
I lack critical information
>>
>>578575
Well they don't scale against your bros so you kind of need a somewhat competent company
or you can drag enemies in and snipe some kills
>>
>>578581
you don't need six level 7 bros just to defeat a few necrosavants and many ancient auxilaries, just recruit 12 bros and equip them with thug gear, a few nets for the vampires and maybe two flails to help against the skeletons, you can do that by day 2
>>
>>578573
Recruits, no.
Starting troops, yes. Thats why that seed farm site lets you pick specifics for the lone wolf

>>578575
A quality over quantity approach doesnt really work for early campbusting since they scale much more by day rather than your power level. This is one of the reasons why PM is so strong, they start with 12 brothers, quite a few of whom are likely to be shitty, but its still 12 brothers. That allows them to fight like crazy since day 1.
>>
>>578575
i support what >>578589 said about quantity over quality. it's all about having enough brothers so your party size starts catching up to the camp, and in particular it's about exploiting the points where camps transition from having lots of low quality enemies to having fewer but higher quality enemies. your only advantage is that early camps have low numbers. so if you're fighting like 10 enemies to begin with, then further dividing and conquering the enemy using methods that don't rely on stats to work like nets, impassable terrain, and whatever stupidity you can coax the ai to commit by means of ritual hexagonal hopscotch, you can reach a point where you're outnumbering whatever enemy engages your zone of control, so you can compensate for low hit rates with surround bonuses and sheer numbers of attackers, and compensate for low or nonexistent defenses with stun, stagger, and knockback. distance from settlement also matters, there's some formula on how to measure it but i don't remember it. if a camp is unscouted the icon for the camp can at least tell you which faction the enemy belongs to. if you wait long enough near an unscouted camp, eventually you will be able to scout it, and i may be wrong but i think being on top of a mountain helps. you can tell the terrain type inside the camp based on where the camp is located in the map. this means that some camps are in forests, where anything is possible. goblin camps are easier at night, and getting your hands on a spiked impaler earlier than you have any right to is very exciting. there are also ways of getting helpers to assist you, which some view as cheese but i think tricking an unrelated third party to take care of your contractual obligations is exactly the sort of thing a questionable mercenary company would do, speaking of which kills in camps count for that noble house patrol contract.
>>
does the "one turn" in overwhelm mean next turn or only the current turn?
Is it worthless for low initiative brothers
>>
>>578796
debuffs tick at the end of the turn and buffs tick at the start of the turn. so, it's the start of your turn, you buff yourself, you now have a buff which will last until you start your next turn. for example you shieldwall, end turn, you still have the shieldwall. but if someone debuffs you, it's not your turn when you get the debuff. so then when your turn arrives, you still have it, otherwise you wouldn't be enjoying the debuff. then when your turn ends, it ticks.
yes overwhelm is worthless for low initiative brothers but only because it's overwhelm. low initiative bros can stun just fine
>>
>>575798
doesn't really seem worth it compared to the head choppa
two handed scimitar has a slight edge in damage and fatigue but you can't use duelist with it
>>
>he doesn't know that you can grab weapons off the ground to prevent wiedergangers from wielding them once they're slain
Anon pls
>>
>>579053
I haven't seen a re-raised wiederganger rearm itself
>>
>>579053
>he doesn't know that you can stand on corpses to prevent the necromancer from rezzing them once they're slain
>>
>>579059
Really? That happens to me almost every time.

>>579060
>he doesn't give everyone a cleaver or scramasax and go straight for the necromancer
Sometimes all I have early game are bludgeons though. Wooden clubs are underrated as fuck for day 1-10.
>>
wooden clubs are shit, but they're full of hopes and dreams of maybe stunning someone, robbing them of a turn forever
>>
>>579064
that's beautiful man
>>
>>579064
>>579065
No joke, when I'm fighting thugs I target the wooden club wielders before the sword and spear thugs. I've seen too many good men stunlocked because "oh it's not that much damage" to risk it any more than absolutely necessary. I don't care that he has no training. I don't care that he's wearing tattered sackcloth. I don't care that he's sprinting into a shieldwall of hardened mercenaries in full chain with a hundred battles behind them. That inbred mongoloid with a stick and a shiteating grin is the most dangerous motherfucker on the field.
>>
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do you ever just raid that caravan
>>
>>579092
never tried, can you even?
>>
>>579111
anon please. a mercenary company can do anything
>>
>>579033
Named 2h cleavers can outperform head choppers though. They also cost less fatigue and don't require duelist. You can take reach advantage instead for higher survivability.
>>
>>579139
don't bring up named weapons in a discussion dumbass
>>
>>579033
its not a slight edge in fatigue, its pretty major since choppas both have heavy equip fatigue and use fatigue, with cleavers you want to mash decapitate as much as possible
not being able to use duelist also means you don't have to get duelist for the weapon to be effective so that perk can go elsewhere, or people who don't have a reason to have it can still make good use of the weapon. for example polearm bros who you give cleaver spec and who got some little mdef can put a 2h cleaver in their second bag slot and charge into the frontline to help by spamming decapitate if the situation demands it
>>
>>579092
whats the point, not like the loot from 4 caravan hands is gonna pay more than the contract. nor will it contribute to improve relations ambition
>>
>>579164
it might be valid for 2hcleaver vs ork cleaver because you have one guaranteed named one that's fairly easy to get
then again named ork cleavers arent too difficult to find either post bounty hunter
>>
>>579189
i knew you were going to bring up the ice cave and i let it happen hoping you wouldn't stoop that low
you even bring up bounty hunter, you know what i'm not going to even bother. if you want to bring up named weapons in a weapon discussion go for it just know that i'm silently disapproving
>>
>>576707
>goodolddownloads
F
>>
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how do i fix the ui scale
>>
>>579059
because most of the time they are raised within your zone of control and thus are prone to getting bursted down right after
the lowest tier of weiderganger can be seen grabbing shit from the ground most often after waiting in the back for the frontal ones to die
>>
>>579312
i think there's a slider for it in options
also that looks like a very shitty situation
>>
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>>579316
thank you anon, i am aware of this slider. it just so happened that a few minutes ago i wanted to see what happens when i raise it to 200%. as a result i am stuck unable to change any option in the options menu because i am unable to see the 'apply' or 'confirm' buttons which are at the bottom part of the screen and not visible because the user interface is far too large unreasonably large and i, user, am unable to see it. see attached picture.

i hope there's a config file i can manually edit to restore ui scale to normal values, i didn't find one in the game data folder, and i suspect steam is keeping it hostage.

the battle situation is bad but look how nice the terrain looks. you could fight 100 times on this map and still learn something new about it. but it was randomly generated and will be gone forever appreciated by nobody. that's the real tragedy if you ask me. i was going to take a screenshot and wanted to hide the ui but it didn't work out.
>>
Is this game worth a pirate? Seen quite a bit of threads about it.
>>
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>>579416
it's a very turn based game
>>
>>579416
Yeah bro, go try it
>>
>>579416
yes
>>
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this piece of shit ghost just screams at my bro just ignores tree, ignores bush, no line of sight not even sight whatsoever yet it somehow knows. let the record show that ghosts ignore vision don't even try using plants
>>
>>579111
No. If you're on a mission, you're not allowed to attack non-hostile parties.
>>
>>579466
Of course. It's sound. So look for a guy with high resolve and 2-3 stars in resolve and start building a bannerman with rally.
>>
>>579416
Yes. And if you can get it on sale, it's worth the price. Just install the quicker mod if combat starts to take too long for you.
>>
>>579562
what sound? geists literally don't open their mouth if there's nobody there to hear them. tell me who are they singing for? nobody is in range, according to information known to ghost there should be no screaming. i don't need banners i need this game to behave regularly.

just look at it. everyone is in a bush. here i am being clever using bush invisibility for the first time in my life thinking i'll bushwack this geist only to be treated like a fool by some all knowing spirit. there's just nobody in range 3 they ghost should remain silent shouldn't it?
>>
>>579416
>Worth a pirate
Yesh
>Worth your money
Absolutely not
>>
How do i get really good at this game?
I can deal with brigands, noble soldiers and orcs, but legendary locations are literally impossible.
>>
>>579178
with cleaver mastery the use fatigue is a difference of 1
and surely you don't want to be mashing decapitate unless you know it'll finish them off
Even without duelist choppas are comparable, but with duelist they're much much better against armored opponents which cleavers struggle with
Get through to deal direct hp damage and then decapitating is what you want to do. I think if you have decent fatigue on a brother it's better going choppa duelist
>>
>>579597
>nobody is in range, according to information known to ghost there should be no screaming.
They scream. Yes. Their ability is literally called "Horrific Scream"
>i don't need banners i need this game to behave regularly.
You do need a banner. The game is behaving properly. Do not neglect resolve. A bannerman, with high resolve, say 120+ with fortified mind will give your guys a resolve bonus equal to 10% of the bannerman's resolve.
>here i am being clever using bush invisibility for the first time in my life thinking i'll bushwack this geist only to be treated like a fool by some all knowing spirit. there's just nobody in range 3 they ghost should remain silent shouldn't it?
The AI plays by a different set of rules BTW. They know which bushes you're in in general. They just can't target you. Also, consider that you can see where enemies go into bushes, so if you had such an ability, you can use it knowing which bushes the enemies are in. Complain about it on the steam forum. See how far you get with it.
>>
>>579643
>with cleaver mastery the use fatigue is a difference of 1
With cleaver, it's 12 fatigue for basic attack. 12- 12(0.25)=9 fatigue. Big difference. Especially if you have a character with something like Iron Lungs it's a guaranteed 2 attacks. However, if not, you will always be able to move twice given pathfinder on non-dirty water. With decapitate, you're guaranteed 1 decapitate per turns since it's 20 - 20(0.25) =15 fatigue per decapitate. That's great against zombies.
>Even without duelist choppas are comparable, but with duelist they're much much better against armored opponents which cleavers struggle with
You get get the cleavers like crypt cleavers or kopeshes that do more armor damage. That can be useful, but not as good as Axe or Hammer. You probably shouldn't be running more than one or two cleaver guys.
>Get through to deal direct hp damage and then decapitating is what you want to do. I think if you have decent fatigue on a brother it's better going choppa duelist
The main point of the cleaver build is that you can quick hands into a whip for disarm when needed and you have the cleaver for damage so that you only need one perk to optimize fatigue use whereas, you'd need two perks if you were going to whip+polearm. Whip disarm cost is reduced to 30-30 (0.25) = 23 fatigue. It's also great if you do the typical attacking bannerman who quick hands into the whip when needed. Less Fatigue = More disarms too. The hit chance penalty reduction from -20% to -10% with disarm also makes it worth it.
>>
Warbrand or Longsword before you get a greatsword?
>>
>>579704
Depends on the build, what you can afford, and what enemies you're against. Also, do you expect to attack shields a lot? Warbrand has the AOE, but lets you do normal attacks more often. Longsword has a little bit more damage and is better against armor.
>>
>>579454
>>579463
>>579465
>>579563
>>579632
So Downloaded as per recommendation man getting my ass whopped hard but it's fun. I probably should switch to beginner rather than veteran but i'll persevere.
>>
>>579738
Start on Expert. Watch some guide videos on youtube. Just don't start on iron man. Feel free to reload fights to learn how to fight everything during your first time. You'll thank me later when you decide to go Iron Mode and don't have to compensate for the change in difficulty.
>>
>>579659
>They just can't target you.
Oh yes they fucking can. I just had a bro pulled out of bushes by serpents when they didn't have vision on him.
>>
>>579743
So that means expert fights economics and low funds I take it?
>>
>>579659
what sound?
you were on this lame sound based line of reasoning and i don't understand what you were on about. how do sound or sound-like properties of geists help explain the situation where a geist is screaming in a situation where he should not have any reason to scream given the information he should be aware of, given that line of sight, vision range, and bush invisbility, are game mechanics that are supposed to exist?

the ability is called horrific scream? was this what you meant when you said "of course it's sound". of course what? is my experience with geists a matter of course, given that the spooky ability is sound based? how does sound help explain what happened?

i have a guess about what you were saying. please listen to the guess.

i think you were under the impression that i believed that my bro got spooked because he was specially targeted by that geist, and you were looking to educate me about the area of effect nature of the ghostly attack, you were saying 'of course' your bro got hit, he was collateral damage, because 'it's sound' and sound attacks are surely indiscriminate.
however you realized halfway during our exchange that 'sound' doesn't account for what happened to my bro because that geist wasn't in a position to be screaming at anyone, and geists do not have the habit of randomly screaming in case invisible enemies are nearby because geists aren't paranoid like that.

so you stopped halfway and attempted to bury your dark history by attempting to distract me with generic bannerman advice while at the same time pretending you knew about this behavior all along

but you didn't think i would ignore it and focus on the part you didn't want me to focus on
in fact i have no reason to focus on the question of sound however i sensed you didn't want me to do it so i wanted to do a thing you didn't like because i am still upset at ghosts and you shouldn't have defended them
>>
>>579753
You can do that too. But that's only if you really want to deal with the economic system. If you're just in this for combat, you can put those at the easier settings.
>>
>>579759
Holy shit. That autism. The Geists can scream. It's one of their abilities.
>>
>>579753
Nah don't listen to that guy
Go beginner economy and veteran combat with high starting funds to ease into the game. You can start doing expert when you've got a feel for it
>>
>>579763
i am aware of this ability. my posts betrayed an implicit understanding of this ability that geists have. why do you feel the need to tell me old information? i am confused please help me understand why you are talking about sound, are you trying to get me to memorize the various names of all the skills in the game? is it a lot of fun to bully me
>>
>>579753
Hell no
>>
>>579466
It's actually kind of interesting, the game keeps a list of known opponents for each unit and pulls out of that for some skills. This list is regularly culled when units die and such, and when it's compiled hidden units aren't added. However, once they're known, they stay in the list. Now there's a 'TTL' value that does nothing, but probably stands for turns to lose, ie how many turns the unit is going to pursue the old position/know where the enemy is. I wonder why they didn't actually use that
>>
>>579753
>>579738
Play at whatever difficulty is fun for you, its a single player game who cares if someone is doing "better" than you at a harder difficulty.
>>
>>579811
And the answer is probably cheese potential
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>>579811
amazing. i underestimated the game
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window shopping can be painful
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Has anyone ever gotten a named fencing sword
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>>579859
this nigga buying shit bricks
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>>579760
Yeah I went for expert combat and vet economy - still shit at the game but getting butter and the economy at least makes it more fun rather than expert where I was just a poorfag eternally.
>>
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>>579876
I found it alongside a named heater shield after letting a slave revolt go free in exchange for the location
I'm new to the game but it doesn't seem great
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>>579877
but they were on sale
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>>579879
any named weapon that rolls damage is at least decent
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How do I fix this?
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>>579953
There's another unique location that is now visible up in the frozen north
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>>579963
Oh thanks
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>>579953
You gotta beat gigga nigga who flies faster than sheev at you.
>>
when's the next dlc bros
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>>579985
Let them fix their shitty game first
>>
File deleted.
>>579641
in my opinion one of the most important things to learn is how to rotate around the enemy army in order to get one enemy to be one tile closer to you than the rest of their army, then having that one enemy engage you, and quickly killing him before the rest of the enemy army can catch up.

i gave a short guide in this >>578118
sequence of posts but it didn't seem to interest anyone so i didn't elaborate. here's a rough description of what happens:
in round 1 i wait, the enemy then moves closer, according to the default formation my army is in at the start of the battle. after the enemy moves in, i rotate in one direction. when i end the round, my army looks like in the second picture.
in round 2 the enemy will move nearer according to the shape my formation is in at the end of round 1. because the enemy wants their battle lines to be parallel to my own, it ends up taking the shape that it has in the third picture.
but then after the enemy changed their formation, i rotate my formation again so it returns to the shape it had at the start, plus or minus whatever changes you need to make based on circumstances. so at the end of round 2 when i'm done moving, the situation looks like the third picture.
look how there is one conscript that's closer to my army than every other unit on the enemy side. there are two tiles away from it and my front line, and it's using a 4ap weapon, so it will want to move in and attack twice. it will behave aggressively because the enemy has a stronger army overall than my own. the other enemy units will not be able to move two tiles and attack, so they will either spend all their movement points to lock me in zone of control, or they will behave more conservatively. because my army is not too weak for them to just ignore all my burst damage, they behave more conservatively. it also helps that this scenario gave me a 40 melee defense shield tank that the ai find repellent.
so conscript overcommits i kill him and keep kiting.
>>
>>579986
that's never going to happen
just keep pumping out pathetic amounts of content every year
>>
>>579988
>and it's using a 4ap weapon, so it will want to move in and attack twice.
should be: it will want to move two tiles and attack once
>>
>>579991
At least give proper modding tools to the community to fix your shits
>>
>>579999
dumb fuck its not that simple
>>
>>580002
sure it is
>>
>>579999
It isn't very hard to make mods for this game nowadays
>>
>>579986
what would you fix
think carefully before you respond
>>
reminder>>576914
>>
>>580073
'no!'
>>
>>580069
add prostitute retinue follower
>>
Is content still being added to the game?
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>>580002
Then stop selling an unfinished barebone mess
>>
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Do villages get wiped out during late game events or my save is fucked?
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>>580229
If you have the option enabled then they stay dead. Else they come back eventually. I think they disappear from the map entirely if you have it on and don't stay as ruins so I think you're fine
>>
>>580241
Oh thank god
Thanks anon
>>
>>580229
just their little side buildings and they get rebuilt unless you turned on permanent destruction
which you shouldn't
>>
3 time im written this shit between power going off and my browser crashing so ill be short, in my 2 hours of playing im not really liking it, feels like a bad Heroes game more oriented towards the RPG genre than the strategy one
The steam page says its inspired on the "Original Xcom" but it feels too much like the newer ones, with skirmishing being not very viable as you either move or attack, if you can do both you do almost no damage (if you even hit), its too dependant on RNG, missiles hit 1 of 10 times. I felt that keeping the defensive was always better, just wait until the enemy is close and then whack em for free (which may take 1 to 4 turns with how much they miss). Offensive seemed too slow and not as rewarding, if you even get to hit them in the same turn not leaving your men exposed. I tried pushing the tanks foward while the guys with more damage are behind, the guys with 2 handed never get a hit (even worse as they only get 1 attack per turn), and the enemy rushes to focus them, so i end killing everyone with the ones that have weapon + shield because they can attack more times in the same turn and dont seem to have the same horrible chance to hit, the campaing map felt like a mount and blade clone with fewer possibilities. Also the amount of troops you can deploy its a bit dissapointing.
>>
>>580247
What difficulty are you playing on?
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>>580262
Default, i think the easiest option in every setting. Does it change that much? im expecting that difficulty it would only make it easier for the useless guys to die and leave the rest feeling more grindier
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>>580247
>so i end killing everyone with the ones that have weapon + shield because they can attack more times in the same turn
that's how it is early on
You want pretty much everyone to use spears+shield until they get above 60 melee skill because they give a bonus chance to hit
Hitting things is a pain in the ass early but if you have a company of like 8 brothers then early contracts aren't that bad
Later in the game your two handed guys will be killing multiple enemies a turn or at least dishing out big damage
>>
How’s the enemy variety in this game?
>>
>>580283
It's about five different types of goblins, three different kinds of orcs, five or six different kinds of undead, a variety of human enemies, and a variety of wildlife. That being said, the most enjoyable encounters are the human encounters.
>>
As PM once you have money should you be recruiting everything looking for good roll+talent bros? Or at least recruiting all militia/deserters?
>>
>>579316
>tfw will never be a noseless farmer with a spear he doesn't know how to use holding the line against the rabid dead with a pack of rat bastards he's known for four days
Why live?
>>
>>579753
I've honest to fuck never played anything below Expert/Expert/Low funds Ironman difficulty.
>>
>>580247
both movement and attacking compete for the same 9 action points and going on the offensive comes with a downside and the same is true for defense if you're positioned on a nice high ground tile you're also stuck there if you want to make use of it and enemies can now ignore some of your threat because they know your zone is smaller. that's just how the game is balanced you can't divide it into offensive vs defensive school of thought, you're always trying to get an advantage in tempo whether by having enemies spend action points on movenet to approach you, or by overwhelming a slower enemy killing them off and preventing them from retaliating. like in any turn based game going first gets you a tempo advantage over going second and this is usually balanced by giving the second player some advantage like in card games they tend to get 1 extra card draw at the start. you only think combat is immobile because you're treating it like positioning doesn't matter and there's no price to pay for mistakes.
>>
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>>579760
this is the most retarded post i've read in my entire life
the 'economic system' is there to force you to play good. if you don't have money to replace expensive backgrounds you just don't lose bros. if you don't have money to buy tools and meds just don't get hit. if you're starving to death on expert, it's not because you're bad at dealing with some terribly sophisticated economic system it's because you're bad at combat. the overworld is just a loading screen for randomly generated combat situations lets not kid ourselves
>>
>>580418
lmao whens battle brother nationals?
its a singleplayer game you aspie
>>
>>580418
I like expert economic difficulty because it feels more realistic.

>>580424
>just play beginner mode bro
>game's not hard, expert is just bullshit
>>
>>580424
there aren't any nationals only increasingly difficult community challenges but that's got nothing to do with what i wrote. i'm not saying anyone should be playing on any particular settings just don't mix up what the settings actually do.
>>
>>580436
>>580435
>just do three times as many contracts for a piece of armor
riveting game play
>>
>>580418
>the 'economic system' is there to force you to play good
It's not. In general it doesn't force you to play good. All setting it to expert and low funds instead of any other choices does is make the game more difficult in the beginning. A difficulty that starts to disappear as you get stronger guys since you can just clear out a few late game bandit spawns to get their higher quality weapons and any bandit leader gear to sell for shekels with virtually no risk. By time you get to what are supposed to be the more difficult fights, you would have pretty much eliminated this portion of the difficulty.
>expensive backgrounds
Mostly wastes of money. You're better off sticking to the cheap backgrounds because you're likely to buy what turns out to be an expensive turd. Spending 5-10k on a hedge knight to find out it has its talents in all the wrong places (they usually do) is just a waste. No one wants a hedge knight that that can only get 80 or so matk and even worse mdef, yet that's what you get.
>don't have money
It's really easy to make sure you have money in this game and everything you need.
>bad at combat
It's really hard to be bad at combat. Combat in this game first and foremost tests whether or not you outfitted your characters with appropriate gear and figured out a viable build, then figured out the particular gimmick that wins whatever fight you're in.
>>
>>580440
>had two suits of basic maille and three suits of lamellar at day 30 before I was ambushed by orcs
It sounds like you just need to get good.
>>
>>580442
everything you've said is based on the premise that you're content with safely farming brigands to progress through the gear and levels treadmill.
if you're not pushing yourself to snowball as fast as possible as early as possible by taking on fights at the edge of your ability you're playing the game incorrectly. battle brothers is a puzzle game you should be picking fights that require effort to win otherwise why are you even playing this sandbox game for hundreds of hours. if you've beaten the campaign once congratulations you can uninstall the game and move on with your life.
>>
>>580442
> Spending 5-10k on a hedge knight to find out it has its talents in all the wrong places (they usually do) is just a waste.
even a terrible HK is going to be a well above average bro

>It's really easy to make sure you have money in this game and everything you need.
>It's really hard to be bad at combat.
shit anon you must be the champ of BB
>>
>>580418
This anon got it right
The game is clearly balanced not just around the combat but also the campaign level
If you play on the hardest difficulties all around there's a way lower margin of error for fuckups
ofc this doesn't matter anymore 130 days in but the game's not balanced for that either, the first few weeks are the crucial ones
>>
Newbie here, when would you guys recommend leaving the initial party and going for other starts? I really want to try the hedge knight but i'm already getting my ass whopped.
>>
>>580570
The less restrictive ones are more flavor than anything. If they don't effect prices or recruitment options go nuts.
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>>580418
>that image
What the fuck
>>
>>580366
More or less
Always check out the manhunters, thieves, brawlers, farmhands, milita. Deserters only if you are really rich since most of the time they are a disaster
>>
How are the not!germans still around when to the north they have hostile genetically superior barbarian ubermensch and to the south arabs with mortars, guns and grenades?
>>
>>581112
>3 citystates
>maybe a dozen shills furhuts
>25+ settlements ranging from villages to prospering towns
They breed a lot
>>
>>580418
Explain how the two billmen got that many kills and why the hell does the first row Eduard who only bagged two gain nearly as much xp
>>
>>581179
Must be rezzed zombies
>>
Why are orc weapons so valuble when they are crudely made junk?
>>
>>581230
they're very big so you get a lot of steel when you melt them back down
>>
>>581122
I always thought of it as there being more barbarian lands to the north, just not settled by the northern (southern) kingdoms.
>>
>>581258
How do you melt a tree branch into steel?
>>
For me, it's the mansplitter. give it to a hedgie/barbarians with lots of fatigue and watch them one shot everything short of an ancient honor guard.
>>
>>581321
Magic
>>
>>581321
the tree branch only has 150 value, take your meds
>>
>>581268
This is true, you can tell from the northern raiders origin text and through that Barbarian king contract fork. and that one event when one guy joins you on the campfire retelling a semi recent struggle they had against a huge army of ancient dead
>>
>>581179
that image was from that scenario where you fight zombies in the swamp it's not really that impressive i just knew anon was too dumb to call me out on it so i used it for dramatic effect
>>
>unexplored world
>all settlements but 1 broken and unenterable
>every weekish one repairs
>start next to big town with armorsmith, weaponsmith, temple, ??? maybe fletcher
>start with ~lv5 dudes and a bunch of good food so you dont starve 3 days in
it's going to be fun
>>
>>581836
sounds pretty cool
could it be done?
>>
>>581843
It will be done
>>
>>581844
subarashi
>>
>>581321
You never heard of ironwood?
>>
ironwood isn't real
>>
Bros...
My orc cleaver dude with insane fatigue and iron lungs just died to fucking snakes
How do i cope with this loss?
>>
>>581999
Choke your own snake.
>>
Snakes are fucking AIDS
>>
do you have shield tanks with underdog and indom
>>
>>582133
No I run nimble and footwork to make sure they properly bait enemies away from my bros
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>>582136
i also run nimble and footwork but also underdog and indom on my shield tanks
too many things needed
>>
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this is the build i like using
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>>582155
wait a second that should be nimble not battleforged disregard that
>>
where can i find hedge knights to recruit more reliably?
>>
shit noob here, am I supposed to only fight brigand thugs for the first 20 odd days ? Because the moment I fight anything harder I get my shit pushed in.
>>
>>582275
it's definitely possible to start fighting harder enemies right away
>>
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Is there anything I can do with this goose? You know, beside selling it, or keeping it for that 30 C/Day
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>>582293
it is a golden goose anon it literally shits gold and you're still expecting more out of it
unbelievable greed
>>
>>582297
I am a simple man, anon, I get golden goose that shit gold I ask for more.
>>
>>582256
Settlements with barracks
>>582275
No, not at all. Even within your first week you can take on a group of Brigands with a raider or two which is how most of us attain better gear
>>
>>581321
>what is collector's value
>>
Who else here loves fighting Webknechts? They're honestly my favourite type of fight. I've never lost a battle to Webknechts, no matter how many there were or how poorly equipped my men are, and every last was a monumental blast.
>>
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something i've been wondering about for a while, ai doesn't coordinate what each of its units do, doesn't it? i think every enemy has its own thought process and they're not controlled by a mastermind like i control my bros, that's the only way i can explain why sometimes they seem to get in each others way especially in terms of pathing and body blocking each other's tiles. i suspect that's why the devs gave everyone the rotate skill. anyway look at that flail and shield raider hiding behind his 2h mace friend, why are they so silly
>>
how do southern city states compare against cities and citadels in terms of buy/sell prices? and do military attachments (like barracks or watch tower) count for purposes of increasing prices?
>>
>>582155
Are spears even good? I get a bit disappointed at the lack of damage.
>>
>>582489
It depends on the number of attachments a town has, so anything that's not a house
>>
>>581843
https://we
.tl/t-ieq5YceDuR
Settlements rebuild every 5 days
There's an event to find a random dude on the road, every few days, odds decreasing with days (might be too frequently atm)
>>
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>>582537
>>
>>582522
not sure if i'd call spears good in the sense of optimal but my playstyle makes use of tanks and damage dealers which in itself might not be optimal but it's the most fun for me, and after playing around with many styles of tank i came to prefer tanks that get to around 70~ melee skill at level 11 which lets me use spearwall and shield bash more reliably to keep enemies at bay and also do important things like help kill webknechts faster and not miss geists too much. the spear mastery and resilient perk points are the least stable parts of my build so sometimes i pick rotation, taunt, bags and belts, fortified mind, gifted, but i feel like spear mastery is worth it, especially after it got buffed i just imagine if i was an enemy in some alternate universe where i'm battle brothers ai i would be such a pain in the ass just jumping in and activating spearwall in the most unreasonable situations. using spears and shields like that is how i thought i should be playing the game when i just started it seems like the most classical way of playing, but then i learned about all the meta builds and people wouldn't even use shields just build 2h chads and maximize their dps, and it kind of made me stop wanting to play in that vanilla way. later on i started returning to that style and it feels really rewarding. if you're asking because you also want to play that way let me tell you it can be done, spearwall is great.
>>
>>582537
Also needs modding script hooks of course
>>
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>>582522
here look at this image i found. note the spearbro is denying four tiles all by himself, what's are the brigands going to do? either eat spearwall or waste action points trying to flank, but both are bad options. spearwall can fail but it's pure cancer it had better be prone to failure. just imagine you're using AP from your current turn to pay for attacks you will make next round, you get to start attacking the enemy before the battle even begins that's almost like reversing the turn order, the slower you are compared to your opponent, the faster you are in a sense because your spearwall will be active next round when the faster enemies get to have their turn, often this makes them wait so you'll be forced to activate it again instead of having spare action points to attack them with after they've breached the spearwall, but that's also useful as it can buy you time to pull back your army when you're trying to kite.
>>
>>582315
I used to hate them but after figuring out that the tedium basically disappears as soon as you make everyone double grip since shields are useless for webbed bros anyhow it became a lot more enjoyable.
>>
>>582537
How is named item/camp spawning chance calculated here? Because brigands, barbarians and nomads need to be somewhat close to civilization to be created i think
>>
>>582589
The settlements still exist as usual, you're just blocked from entering them (and no faction stuff will happen while they're disabled for flavour)
>>
>>582591
that's just too lonely
>>
>>582593
Imagine being a bandit, sitting in ambush for a caravan that will never come
>>
>>582594
at least they'll have each other
>>
now even brigand marksmen learned how to shoot at invisible bros outside of line of sight, i guess they also get access to the list of known enemies when selecting targets.

is was one thing if ghosts have the ability to see the unseen but if even archers don't care about vision it really suggests that this game mechanic doesn't apply to enemies at all. annoying asymmetry
>>
>>582697
Actually those do check if the target (or the targettile, rather) is visible to the user
Though that property is some backend stuff that I can't look into
>>
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>>575798
I am scrub at this game and I came abck to playing it after good half a year of break, this has gotten me so far through month and half of veteran, albeit at huge losses. R8 me.
For perks I usually go student/fast adaptation->quick hands/dodge->shields expert->whatever mastery
Two guys in the second row also have nomad longmace and hooked blade, some of the rest have alt weapons too.
>>
>>582714
Student is more a late game thing, you lose a lot of power early on
Going full shields loses you too much dmg, you should have more 2handed damagedealters. 1-3 tanks to draw aggro, the others behind to dish out dmg (potentially with quickhands range weapons, too)
>>
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>>582702
well whatever is happening what i'm seeing is this marksman shooting arrows at my crossbow bro behind a sight blocking tree. somehow i can see them as well, but i think that's only because the system is showing me the animation, after the round ends they pop out of my vision again. but their attack isn't shown in the combat log at all.
>>
>>582537
lol the southern city states have no destroyed sprite
>>
>>582721
I have an issue with dual wielding damage dealers like the ones you get in most starting warbands, they tend to miss too much and are too endangered in direct confrontation, they do vasstly better from behind the first line. What am I doing wrong with them?
>>
>>582745
Good stats and armor/nimble
>>
>>582745
they do suffer from being shieldless but they're good to use, pure defense won't get you anywhere. the starter 2h axe gave all of us a bad first impression i'm sure it's a mandatory part of the battle brothers experience but it gets better with other 2h weapons so don't give up on them. in particular 2h hammers and pole-arms are enjoyable to use
>>
Wish I could git gud at this game. The furthest I got was equipping my entire party with at least mail, but then the repair costs after a few battles completely emptied my wallet.
>>
>>582775
Being broke as shit is okay assuming you have a immediete plan to fill the purse back up.
>>
>>582537
Could you make it so all attached locations worldwide also start ruined? Its really strange to pass by a town and see all of them pristine
>>
>>582775
do easy contracts, avoid a full company early game, spend your money on gearing up your best brother/s with 200+ armor, give them good weapons after that, then do camps with still relatively low level/small sized party, until you find a good famed weapon, avoid the south
>>
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>>582775
don't worry man this is a hard game and especially if it's your first turn based tactics game there's so much to learn that nobody will tell you and if you don't manage to figure it out on your own you're just playing with an extra hidden difficulty setting.

consider for instance the differences between the formation at the top and the one at the bottom. you see how on the top formation your bros are aligned along the y axis of a nonexistent square grid that many players impose on the game. two neat columns, front and back. in this formation your 'frontline' bros are exposed to two enemies from the front, except for the two flanks which can be surrounded. a lot of players put 2h aoe weapons on the flanks to protect the sides. in fact this is the default formation and equipment loadout that the 'line battle' scenario puts you in, i haven't changed anything.

post is too long i broke it into 2
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>>583132
now i continue

there are some advantages to the top formation but also big disadvantages. what bothers me the most when i use it is this: what are you supposed to do with your bros' AP? attack twice, attack once and shieldwall, or just shieldwall to conserve fatigue? it's hard to tell, if you don't shieldwall on even one bro, then the two enemies adjacent to him will just choose to attack him instead of someone else, because they have two targets to select from. so if even one bro doesn't shieldwall, this means the bros on his top and his bottom will only gain half value out of their own respective shieldwall, because it will be useful only against 1/2 of the enemies they're engaged with. in a manner of speaking, weakening two shieldwalls by one half is like losing one shieldwall. so this formation spreads the risk around evenly between the frontliners, but creates some awkwardness about how to coordinate attack and defense. indomitable suffers the same

in the bottom formation the bros are no longer neatly aligned, instead arranged in a zig zag pattern distributed over 4 columns. the bros at the bottom of each column are all exposed to 3 enemies, and the ones on the inside are exposed to 1. so instead of 2 and 2, it's 3 and 1. this solves some of the problem of who is supposed to attack and who is supposed to defend. you put defense specialists at the spots exposed to 3 and attack specialists at the spots exposed to 1. your attacking bros enjoy more surround bonuses, and you no longer need them to be supermen with every single stat, you can survive with lower melee defense. it gets harder for 2h aoe weapons to use sweep aoe but line aoe actually gets easier to use and swordlances are also easier to use. bardiche and swordlance are the only good aoe weapons so this is acceptable. anyway there are other things going on with those formations and i don't mean for you to focus too much on the specific formation i just want to convey the principles behind it
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>>576873
>among us
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>>583149
i regret writing that shitpost i had no idea about that stupid game
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>>583053
>avoid a full company early game
why is that meme still alive
the party size scaling is so tiny, it can't compare to the extra utility you'd get from having an additional bro. you can literally use a level 1 beggar in rags and a 27% durability slingshot that costs more than his recruitment fee to lure away a raider or armored wiederganger, and keep them occupied for several rounds. if you can't get anything to chase your dirty beggar you can even shoot the slingshot at things with 20% hit rate and probably hit a few times during the course of a fight, even that pitiful contribution is giving you more combat power than the enemy received by virtue of you having one more beggar in your party. you can recruit 4 beggars with slingshots and just rain stones from high ground every round not even caring about missing, and accidentally kill things with no helmet. you can equip your beggars with bucklers and knives and shieldbash enemies just to force them to spend 2 ap on movement and now they can no longer attack twice, or walk near an enemy to trigger a morale check, or attack someone who has no armor left and maybe do 15-25 damage to hit points. stop this girl mentality like if you make yourself look pitiful the game might feel sorry for you and not rape you so hard. intentionally lowering your party size is a miserable, wretched, oppressed way of living. it's not healthy
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>>583132
>>583136
Very good posts
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good PM start? I keep getting my ass kicked.
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>>583356
by start are you looking for seed or strategy?
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Why is the retreat button so fucking useless, your bros always get in the way of eachother and get fucked for it unless you play deserters.
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>>583450
seed
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>find guy named "Jannold"
>hire him
>see he's fragile
Just like our average Janny except he gets more than 0 crowns per day. I guess the suffix -old instead -y implies that he's an evolved Janny.
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>>583593
Formerly
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>>583132
How did hammer guy start smiling in second pic? Why is bannerman different? Where is sword guy? Why don't the corresponding pictures match?
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>>583629
at first i took only the screenshots in combat but then i thought it looked too messy with all the orcs so i went and showed just the formation for extra clarity
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>>582155
>footwork
What's his mdef? With high enough mdef, you could just do a normal move to reposition. With a shield and shield spec, you probably won't get hit unless you're really unlucky. You can probably take gifted, brawny, steel brow, taunt, or rotate instead.
>weapon focus
If you have a dedicated tank, unless you're using a background like Hedge Knight or Gladiators where you can't really have a reserve, I can see why. However, in general you're better of getting a more useful feat for the build.
>Resilient
That's fine. However, it doesn't do much for you most of the time. With high mdef, you probably won't ever get hit by goblin poison or other poisons. For charm, unless you're using a shield tank that you have matk like in the HK/Gladiator starts where you might want all your characters to be able to hit, you really really shouldn't care whether it gets charmed because it's not going to hurt you with its attacks.
>>582156
Battleforged is a great perk for the build though.
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>>583450
strat would be cool too I guess
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>>583675
melee defense walking isn't reliable enough for escaping situations that you put the tank intentionally in order to draw aggro by being in 'danger', and that's mainly what i use it for.
i level up melee skill to about 70 at lv11 mainly for spearwall and shieldbash
nimble is desired because i need the fatigue to press all those fancy buttons, although the truth is i'm too lazy to go battleforged and nimble became a habit. i can understand not wanting to take resilient it's a quality of life perk more than anything but i don't think melee defense is going to help much against arrows. resilient helps neutralize hexen by sending the resilient bro forward and tanking the charms so they wouldn't target other bros. i don't think you really know what you're talking about
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>>583735
>melee defense walking isn't reliable enough for escaping situations that you put the tank intentionally in order to draw aggro by being in 'danger
You shouldn't be repositioning that often. You mostly do it in the few fights like orc camps. In fights in general, the amount of times you need to position in any fight while moving out of melee, mdef is reliable enough for the number of times you'll actually need to reposition.
>i level up melee skill to about 70 at lv11 mainly for spearwall and shieldbash
Spearwall and Shield bash is extremely niche late game. No point building for it. The enemies you can't kill with the high def bros. You just don't need to use shield bash at all. The fights where it works, you could have won anyways, and the fights where you'd want it, it doesn't work. That's kind of like stun. Same thing with spearwall. It's very niche, and there are usually other things that you can do that work better. Shield bash and spearwall are great early game when you'll be fighting mostly enemies that it works on you have lower quality character. Later when you have higher quality characters, weapon aoe or just attack will win you a fight where spearwall will cost a lot of stamina and not do very much. Only reason you need fatigue is if your character is falling short of optimal mdef and you need to spam shield wall a lot. If you have characters with good enough mdef like 45-55, you shouldn't need do to that alot. Your shields+mdef will be more than enough.
>nimble is desired because i need the fatigue to press all those fancy buttons, although the truth is i'm too lazy to go battleforged and nimble became a habit.
Nimble is better for specific builds. Battleforged is better in general unless you really can't afford the stamina. In the case of a tank, especially since you have pathfinder+recover (really just overkill), you should be able to get tanks in 200 armor and with 50-60 fatigue, you should be fine. Especially with recover.
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>>583735
>but i don't think melee defense is going to help much against arrows
It doesn't. I was just thinking m instead of r. Kite shields or high rdef uniques are usually sufficient against goblins. Battleforged with arrows means you don't really care about the times your tanks get hit. The damage goes into the armor. They target your lowest rdef characters anyways so you really shouldn't care about how these guys fare against goblins. They're not going to be targeted.
>resilient helps neutralize hexen by sending the resilient bro forward and tanking the charms so they wouldn't target other bros.
You don't really fight hexens enough to make the feat worth it. You only do it for very niche things which you can bypass mostly via alchemists. Besides that, they target your lowest resolve characters first and usually higher attack characters. In general you beat hexen by putting sticks in everyone's main hands until you can afford to take out whatever happens to be with the hexen. Resilient is extremely niche and it really doesn't do much for you. It really doesn't matter for tanks. Hexen and Goblins usually don't target them.
>i don't think you really know what you're talking about
I know more than you. I know that resilient is a waste of time. I know that Battleforged for dedicated tanks is better than nimble.
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>>583783
what does 'you shouldn't be repositioning that often' even mean? are you high on crack, what is the right amount of times to be repositioning? i'm pretty opinionated about this game but i don't have such abstract opinions about whether people should reposition more or less because movement of characters is such a context specific action that without knowing concretely about who is moving where and why it's impossible to judge whether or not there should've been more or less movement in that situation. i am bewildered. are you the same guy that told me i should get a bannerman
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>>577835
based pirateposter
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>>583783
>Spearwall and Shield bash is extremely niche late game
this man has never been to the arena
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>>583825
>what does 'you shouldn't be repositioning that often' even mean? are you high on crack, what is the right amount of times to be repositioning?
In most fights, you don't need to position. The fights you do need to position to control an area the fights like orc fights, undead fights, human fights, etc. where most enemies will not be able to hit your character unless they crit.
> i'm pretty opinionated about this game but i don't have such abstract opinions about whether people should reposition more or less because movement of characters is such a context specific action
When you need to move depends on the fight and what you're fighting. For example, against fights like Orcs, you should be moving your dedicated tanks to stop Orcs from flanking you. Against, zombies, they're there just to keep ai from flanking.
>that without knowing concretely about who is moving where
You can predict where the AI goes. They approach you, and when they get close enough they start to try to move to the sides to outflank you. That's how they always work. If they have more bow than you, then they tend to stand still and shoot so you have to either kill enough of their characters to make them come forward or go forward yourself, then maybe they come forward when you're close enough that they can move and attack.
>and why it's impossible to judge whether or not there should've been more or less movement in that situation.
You move tanks into places where they control as many spaces as possible and stop the AI from moving. That's what they're for. They have a lot of mdef and underdog to keep them from getting hit and for the few times they do get hit, they should have a lot of hp and armor. Maybe you use one or two them to rotate out a frontline dd who's in danger. They are there to control enemy attacks. That's it. Here's a useful guide on tanks for you
https://www.youtube.com/watch?v=bK0j36u-MqU
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>>583836
It's not really that useful there. What are you expecting to do? Crit against a 120 mdef swordmaster spawn in round 3 of a tourament? You're better off using good characters built to use better weapons than spears.
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>>583862
anon there's more to the ai than that and the way to find out the details of how the ai behaves is by seeing how it reacts to your own positioning in different situations. but you've clearly figured this game out so don't let some facts stop you from knowing everything ;^)
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>>583898
>anon there's more to the ai than that and the way to find out the details of how the ai behaves is by seeing how it reacts to your own positioning in different situations. but you've clearly figured this game out so don't let some facts stop you from knowing everything ;^)
Anon. How the AI works is that it prefers to go after your "weakest" characters, that is characters with the lowest mdef, rdef, resolve, etc. as it uses targeted abilities. If it can't do that, it goes after the closed target. What it tends to do is try to lock your characters into zone of control while their other characters try to get into your back to attack your archers or whatever low mdef characters are there. They also try to take the shortest paths possible while avoiding zoc. The degree to which it reacts to your moves is limited. You can predict their movements. You can also b8 them to move into certain squares and get runners and such to split attention, etc.
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>>583965
it's ok, you can stop now. i already know how bad you are
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i mean really who goes to a turn based tactics game and argues that positioning and ai manipulation (i.e tactics) kinda don't matter
this is absurd, you're pretending to be good at this game while undermining the concept of being good at this game
it boggles the mind
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I lost so many bros fighting nachs in the arena until i realized sending one man alone is far easier.
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>>584018
how did that help?
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>>584027
You don't get eaten if you send one guy.
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there's this thing when you're in the early game fighting armored wiedergangers, if you're in the swamp you can use repel or shield bash to knock them back one tile. they've got 6 ap, it costs them 3 ap to move, so they only have 3 ap remaining and can't attack.
so i've got all those pitchforks and shields basically on everybody and i realize this can be done and just dagger down everyone with armor, but it you barely make any progress because you've got no fatigue and half your bros don't have pathfinder and it's just miserable it takes 30 rounds but i got x3 110 armors and x2 140 helmets and it was like day 6 but it easily took me over an hour, it's so horrible and scummy and such a huge waste of time, i hope it gets patched somehow. i curse you with this knowledge
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>>582953
I'll do that
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>>582537
https://we
.tl/t-CdfVKMBOmz
Starting brothers now draw 0 wage
attachments including houses start out with ruined sprites
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>>576873
tryout users are sussy ngl
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>>583617
I feel compelled to always give my Jannolds title "the Janny"





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